//=============================================================================
//     _   _                               ____                _  _          
//    | | | |  __ _  _ __   _ __   _   _  / ___|  _ __   _ __ (_)| |_   ___ 
//    | |_| | / _` || '_ \ | '_ \ | | | | \___ \ | '_ \ | '__|| || __| / _ \
//    |  _  || (_| || |_) || |_) || |_| |  ___) || |_) || |   | || |_ |  __/
//    |_| |_| \__,_|| .__/ | .__/  \__, | |____/ | .__/ |_|   |_| \__| \___|
//                  |_|    |_|     |___/         |_|                         
//
//                     HappySprite - We make sprites happy
//
// Copyright (c) 2007 by Tank Monkey Games
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//=============================================================================

using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using HappySprite.SceneGraph;

namespace HappySprite.Graphics
{
    public class Renderer
    {
        Matrix world;
        Matrix view;
        Matrix projection;
        SceneItem sceneItem;
        GraphicsDeviceManager graphics;

        public Renderer(GraphicsDeviceManager graphics)
        {
            this.graphics = graphics;
            graphics.DeviceCreated += DeviceCreatedHandler;
        }

        public GraphicsDeviceManager Graphics
        {
            get { return graphics; }
        }

        public SceneItem SceneItem
        {
            get { return sceneItem; }
            set { sceneItem = value; }
        }

        public Matrix Projection
        {
            get { return projection; }
            set { projection = value; }
        }

        public Matrix View
        {
            get { return view; }
            set { view = value; }
        }

        public Matrix World
        {
            get { return world; }
            set { world = value; }
        }

        public void Clear(Color backgroundColor)
        {
            graphics.GraphicsDevice.Clear(backgroundColor);
        }

        public void Draw(IEnumerable<SceneItem> renderables)
        {
            foreach (SceneItem sceneItem in renderables)
                Draw(sceneItem);
        }

        public void Draw(SceneItem sceneItem)
        {
            if (sceneItem.RenderItem != null)
            {
                this.SceneItem = sceneItem;
                sceneItem.RenderItem.Draw(this);
            }
        }

        void DeviceCreatedHandler(object sender, EventArgs e)
        {
            Quad.QuadEffect.Initialize();
        }
    }
}
